====== 14. Teleportation and Extradimensional Travel ======

The walls of a prison are useless when its inhabitants can just phase out
of existence and reappear on any plane they wish. The celestials therefore
surrounded the prison with a null field, negating all extradimensional travel and teleportation. Any magic that allows the PCs or creatures
to "jump" from place to place is negated. In fact, as a result of this
design, creatures that have teleported in have found they cannot escape.

Since the earthquakes pockets have developed throughout the complex
where the null field has weakened disappeared completely. The text
explains exactly where, but Regions H, K, L and O are the weakest in this
regard. Additionally, some maps, such as A, E, F, and N, have teleportation
built into their design. The maze-like nature of Regions E and F
make the random teleporters that much more devastating.

The DM may decide that creatures like barghests, shadows, blink dogs,
and so on have limited range of motion on the ethereal or shadow planes,
but they can never escape the prison altogether. Spells like //dimension door//,
if allowed, only work to line of sight or 100 ft. (whichever is less).

//Bags of holding//, //portable holes//, and the like lose their link temporarily
with the dimension in question. Stored items cannot be accessed, and
items added fill the bag as though it were a normal item.